/usr/share/doc/python-tofu/examples/demo.py is in python-tofu 0.5-6.
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# Copyright (C) 2005 Jean-Baptiste LAMY
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
# This is a small Tk-based demo using Tofu.
# To run it, execute the run_demo.py script.
# Try python ./run_demo.py --help for more info.
import sys, random, Tkinter
import tofu
# Tofu provide some base classes that you must extend, and finally you call
# tofu.init() and pass these classes to it.
# The first class is the Level class. A level is a level in the game.
class Level(tofu.Level):
def __init__(self, filename):
# Don't forget to call Tofu's implmentation when you override a method!!!
tofu.Level.__init__(self, filename)
print "* Demo * creating level %s..." % filename
# The level contains a 10x10 square array. 3 of them are randomly choosen to
# contain a wall.
self.walls = [0] * 100
for i in range(3): self.walls[random.randrange(0, 100)] = 1
# These attribute are used when drawing the level in the Tk Canvas.
self.canvas = None
self.level_tags = []
# Add a bot (see the Bot class below)
if filename == "1_0":
bot = Bot()
self.add_mobile(bot)
bot.y = 6
# When we load a level, if the level is not found, we create a new one.
# (By default, an error is risen)
def load(clazz, filename):
try: return tofu.Level.load(filename)
except ValueError: return Level(filename)
load = classmethod(load)
# Returns the level located next to this one (e.g. if delta_x = 1 and delta_y = 0,
# returns the level at the left of this one).
def neighbour(self, delta_x, delta_y):
x, y = map(int, self.filename.split("_"))
x += delta_x
y += delta_y
return Level.get("%s_%s" % (x, y))
def __repr__(self):
s = "level %s : \n" % (self.filename,)
for y in xrange(10):
for x in xrange(10): s += str(self.walls[x + y * 10]) + " "
s += "\n"
s += "characters :\n"
for character in self.mobiles: s = s + " " + `character` + "\n"
return s
# Sets the Tk canvas and draws the level in this canvas. If the canvas is None, the
# level's canva items are destroyed.
def set_canvas(self, canvas):
if canvas:
self.canvas = canvas
self._draw()
else:
if self.canvas: self._clear()
self.canvas = self.tag = None
# Sets the canvas for all mobiles in the level.
for mobile in self.mobiles: mobile.set_canvas(canvas)
# Draw the level in the Tk canvas.
# Canvas items are stored in self.level_tags for _clear()
def _draw (self):
self._clear()
self.level_tags = [self.canvas.create_rectangle(x * 20, y * 20, (x + 1) * 20, (y + 1) * 20, fill = "black")
for x in xrange(10)
for y in xrange(10)
if self.walls[x + y * 10]
]
# Destroy all canvas items used to draw the level.
def _clear(self): self.canvas.delete(*self.level_tags)
# set_active is called when the level is activated or de-activated.
# An active level is a level that contains at least a player, and thus
# active levels should be drawn.
def set_active(self, active):
# tofu.GAME_INTERFACE is the current game interface, i.e. the visible part of the
# game (see GameInterface below).
# if tofu.GAME_INTERFACE is None, we are running the server, and so we don't have
# to draw anything !
if tofu.GAME_INTERFACE:
# If the level is active, we set its canvas to the game interface Tk canvas in
# order to make the level visible.
# Else, we set the canvas to None to hide the level.
if active: self.set_canvas(tofu.GAME_INTERFACE.canvas)
else: self.set_canvas(None)
# Delegates AFTER, because set_active(0) can call save(), and we DON'T WANT to
# save the Tk canvas !
tofu.Level.set_active(self, active)
def discard(self):
# When the level is discarded, we hide it by setting the canavas to None.
# Remove the canvas BEFORE discarding, because discard may save the character, and
# we DON'T WANT to save the Tk canvas !
self.set_canvas(None)
tofu.Level.discard(self)
# add_mobile is called when a mobile is added into the level.
# When a mobile is added in the level, we set the mobile's canvas to the level canvas,
# and thus if the level is displayed in the game interface canvas, the mobile will be
# displayed too.
def add_mobile(self, mobile):
tofu.Level.add_mobile(self, mobile)
mobile.set_canvas(self.canvas)
# remove_mobile is called when a mobile is removed from the level.
# When a mobile is removed from the level, we set the mobile's canvas to None,
# in order to hide the mobile if it was displayed.
def remove_mobile(self, mobile):
mobile.set_canvas(None)
tofu.Level.remove_mobile(self, mobile)
# add_wall is called when a wall is added in the level.
# After adding the wall, we redraw the level if needed.
def add_wall(self, x, y):
self.walls[x + y * 10] = 1
if self.canvas: self._draw()
# A Player represent a human player.
class Player(tofu.Player):
# Player.__init__ is called when a NEW player is created (NOT when an existent player
# logon !).
# filename and password are the player's login and password. An additional string data
# can be passed by the client, here we ignore them.
# Player.__init__ must create at least one mobile for the player, then add this mobile
# in a level and finally add the mobile in the player.
def __init__(self, filename, password, client_side_data = ""):
tofu.Player.__init__(self, filename, password)
level = Level.get("0_0")
character = PlayerCharacter(self.filename)
level.add_mobile(character)
self .add_mobile(character)
# An Action is an action a mobile can accomplish.
# Here, we have 5 actions: 4 moves, and wall creation.
ACTION_MOVE_LEFT = 1
ACTION_MOVE_RIGHT = 2
ACTION_MOVE_UP = 3
ACTION_MOVE_DOWN = 4
ACTION_CREATE_WALL = 5
class Action(tofu.Action):
def __init__(self, action = 0):
tofu.Action.__init__(self)
self.action = action
# A state is the state of a mobile, here its current X,Y position.
# spc is used to indicate special action like wall creation.
class State(tofu.State):
def __init__(self, x, y, spc = 0):
tofu.State.__init__(self)
self.x = x
self.y = y
self.spc = spc
# is_crucial must returns true if the state is crucial.
# Non-crucial states can be dropped, either for optimization purpose or because of
# network protocol (currently we use TCP, but in the future we may use UDP to send
# non-crucial states).
def is_crucial(self): return self.spc
# A mobile is anything that can move and evolve in a level. This include player characters
# but also computer-controlled objects (also named bots).
class Mobile(tofu.Mobile):
def __init__(self, name):
tofu.Mobile.__init__(self)
# x and y are the position of the mobile. name is the text displayed in the interface.
# canvas and tag are the tk canvas in which the mobile is drawn, and the
# corresponding canvas item.
self.x = 4
self.y = 4
self.name = name[:4]
self.canvas = None
self.tag = None
# Sets the Tk canvas and draws the mobile in this canvas. If the canvas is None, the
# mobile's canva items are destroyed.
def set_canvas(self, canvas):
if self.canvas:
self.canvas.delete(self.tag)
self.tag = None
self.canvas = canvas
if canvas:
self.tag = canvas.create_text(self.x * 20 + 10, self.y * 20 + 10, text = self.name)
# do_action is called when the mobile executes the given action. It is usually called
# on the server side.
# It must return the new State of the Mobile, after the action is executed.
def do_action(self, action):
if action:
# Computes the new X,Y position.
new_x, new_y = self.x, self.y
if action.action == ACTION_MOVE_LEFT : new_x -= 1
elif action.action == ACTION_MOVE_RIGHT: new_x += 1
elif action.action == ACTION_MOVE_UP : new_y -= 1
elif action.action == ACTION_MOVE_DOWN : new_y += 1
# Checks if we are out of the level, i.e. if the mobile moves to a new level.
new_level = self.level
if new_x < 0: new_x += 10; new_level = self.level.neighbour(-1, 0)
if new_x > 9: new_x -= 10; new_level = self.level.neighbour( 1, 0)
if new_y < 0: new_y += 10; new_level = self.level.neighbour( 0, -1)
if new_y > 9: new_y -= 10; new_level = self.level.neighbour( 0, 1)
# Checks if the new position is inside a wall.
if not new_level.walls[new_x + new_y * 10]:
if not new_level is self.level:
# Change to new level.
self.level.remove_mobile(self)
new_level.add_mobile(self)
# Return a state with the new position.
self.doer.action_done(State(new_x, new_y, action.action))
return
#return State(new_x, new_y, action.action)
# Else, the mobile doesn't move => we return a state with the previous position.
self.doer.action_done(State(self.x, self.y))
#return State(self.x, self.y)
# set_state is called when the mobile's state change, due to the execution of an
# action. It is called BOTH server-side and client-side.
def set_state(self, state):
tofu.Mobile.set_state(self, state)
# If the new position is different than the old one, update the mobile and, if
# needed, move the corresponding canvas item.
if (self.x, self.y) != (state.x, state.y):
self.x = state.x
self.y = state.y
if self.tag: self.canvas.coords(self.tag, self.x * 20 + 10, self.y * 20 + 10)
# If the action was "create wall", create the wall !
if state.spc == ACTION_CREATE_WALL: self.level.add_wall(self.x, self.y)
def discard(self):
# When the mobile is discarded, we hide it by setting the canavas to None.
# Remove the canvas BEFORE discarding, because discard may save the character, and
# we DON'T WANT to save the Tk canvas !
self.set_canvas(None)
tofu.Mobile.discard(self)
# A PlayerCharacter is a Mobile controlled by a human player.
class PlayerCharacter(Mobile):
def __init__(self, name):
Mobile.__init__(self, name)
# action is the next action the character will do; it is set by the game interface.
self.action = None
# next_action is called when the character must choose its next action.
# Here we simply return self.action.
def next_action(self):
if self.action:
action, self.action = self.action, None
return action
# control_owned is called on the client-side when the player gets the control of the
# mobile (i.e. the mobile is not a bot).
def control_owned(self):
tofu.Mobile.control_owned(self)
# Set the game interface player character to this mobile.
# The game interface will set the action for this mobile.
tofu.GAME_INTERFACE.player_character = self
# A Bot is a Mobile controlled by the computer player.
class Bot(Mobile):
def __init__(self, name = "bot"):
Mobile.__init__(self, name = "bot")
# Set the bot attribute to true. Tofu will now consider this Mobile as a bot.
self.bot = 1
self.direction = -40
# next_action is called when the character must choose its next action.
# Here, the bot moves horizontally.
def next_action(self):
dir = cmp(self.direction, 0)
self.direction += 1
if self.direction > 40: self.direction = -49
if self.direction / 10.0 == self.direction // 10 :
if self.direction < 0: return Action(ACTION_MOVE_LEFT)
elif self.direction > 0: return Action(ACTION_MOVE_RIGHT)
# GameInterface is the interface of the game. Here, we use Tk and thus GameInterface
# inherits from Tk toplevel window.
class GameInterface(tofu.GameInterface, Tkinter.Toplevel):
def __init__(self):
# Initialises Tk and install Twisted Tk support.
tkroot = Tkinter.Tk(className = 'tofu_demo')
tkroot.withdraw()
import twisted.internet.tksupport
twisted.internet.tksupport.install(tkroot)
tofu.GameInterface.__init__(self)
Tkinter.Toplevel.__init__(self, tkroot)
# Creates a canvas.
self.canvas = Tkinter.Canvas(self, bg = "white")
self.canvas.place(x = 0, y = 0, width = 200, height = 200)
# The character we are playing.
self.player_character = None
# Binds cursor keys.
self.bind("<Key-Up>" , self.on_move_up)
self.bind("<Key-Down>" , self.on_move_down)
self.bind("<Key-Left>" , self.on_move_left)
self.bind("<Key-Right>", self.on_move_right)
self.bind("<Key- >" , self.on_create_wall)
# To quite the game, we call GameInterface.end_game().
self.bind("<Key-q>" , lambda event = None: self.end_game())
self.bind("<Destroy>" , lambda event = None: self.end_game())
# When a key is pressed, we set the current character's action to a new action
# according to that key.
def on_move_left (self, event = None): self.player_character.action = Action(ACTION_MOVE_LEFT)
def on_move_right (self, event = None): self.player_character.action = Action(ACTION_MOVE_RIGHT)
def on_move_up (self, event = None): self.player_character.action = Action(ACTION_MOVE_UP)
def on_move_down (self, event = None): self.player_character.action = Action(ACTION_MOVE_DOWN)
def on_create_wall(self, event = None): self.player_character.action = Action(ACTION_CREATE_WALL)
# ready is called when the client has contacted the server and anything is ready.
# In particular, we can now call self.notifier.login_player to logon the server.
def ready(self, notifier):
tofu.GameInterface.ready(self, notifier)
login, password = sys.argv[-1], "test"
self.notifier.login_player(login, password)
# Tofu uses serialization to transfert object from server to client and vice-versa, and
# to store level and player data in local file.
# Tofu can use 2 different protocol: cPickle and Cerealizer. You can also use different
# protocols for local file and network.
# Some concerns about these protocols :
# - cPickle is not safe for network and must not be used for that !!!
# - Cerealizer require that you register the classes that are safe
# My advice is to use Cerealizer for network (since it's safe) and either Cerealizer or cPickle
# for local file.
# If you are using Soya, you should use cPickle for local file, however i'm planning to use
# Cerealizer as default in Soya soon.
#
# To each protocol corresponds a function like :
# tofu.enable_<protocol>(enable_for_local, enable_for_network)
# For Cerealizer + cPickle:
#
#tofu.enable_pickle (1, 0)
#tofu.enable_cerealizer(0, 1)
# For Cerealizer:
#
tofu.enable_cerealizer(1, 1)
# Registers our classes as safe for Cerealizer
# Level and Player class MUST be registred using the tofu.SavedInAPathHandler Cerealizer handler.
import cerealizer
cerealizer.register(Action)
cerealizer.register(State)
cerealizer.register(Mobile)
cerealizer.register(Bot)
cerealizer.register(PlayerCharacter)
cerealizer.register(Level , tofu.SavedInAPathHandler(Level ))
cerealizer.register(Player, tofu.SavedInAPathHandler(Player))
# Inits Tofu with our classes.
tofu.init(GameInterface, Player, Level, Action, State, Mobile)
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